Compete in all six events. The number of trophies awarded to each player is tallied as you compete, and a special trophy is awarded to the overall champion at the conclusion of the last event. You'll compete in the events in this order: Half Pipe Skateboard, Foot Bag, Surfing, Skating, BMX Bike Racing and Flying Disk.
It's time to get air on the half pipe. Skateboarding is definitely an awesome event, combining strength and coordination--often with amazing results. You'll be riding a skateboard in a specially built half-pipe. You'll have a 1 minute, 15 second time period, or three falls, to build up speed and successfully complete stunts. Points are awarded for each stunt, and the highest score wins the event.
OBJECT: The object of the half-pipe event is to ride the board back and forth on the ramp, performing stunts with proper timing and execution.
SCORING: You score points for each stunt completed successfully. Your score increases with the amount of risk you take. For example, if you hold a turn until the last moment, you get more points than if you pull out early when it's safer. Some stunts are more difficult and earn higher scores than others.
| Stunt | Minimum | Maximum |
|---|---|---|
| Kick Turns | 100 | 300 |
| Hand Plants | 400 | 700 |
| Aerial Turns | 400 | 999 |
STRATEGY: It's important to build up the right amount of speed before trying a stunt. You can gain speed by doing a "fakie." To fakie, hold the joystick up or down for the full duration of the ramp (from top to bottom). Remember that you'll wipe out if you go too fast. Above all, be sure to get plenty of practice on the half pipe. This event takes experience to get the timing down just right.
This is probably the most laid back event, but don't lose your cool, it isn't easy. The Foot Bag event is like juggling with your feet. In this event, you have to keep a juggling bag in the air for 1 minute, 15 seconds, without using your hands. Success is all in the timing. If you time your kicks correctly, you'll keep the bag bouncing high in the air. Score extra points by performing stunts. The highest score wins the event.
OBJECT: Hacking at the sack with your feet, knees and head, you must try to make as many kicks as you can before time runs out. And remember, you get extra points for every stunt you perform.
Jump
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Move Left-- --Move Right
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Turn Around
(About face)
SCORING: You earn points for each stunt or kick performed successfully. More difficult stunts, like turning around while the bag is in the air, earn higher scores. You lose time if you drop the bag or kick it off the screen. You also earn points for consecutive kicks completed without allowing the bag to touch the ground. Earn bonus for catching the sack when thrown from offscreen. Here are some stunts to try by combining different kicks and moves:
STRATEGY: The more complicated kicks and stunts you can complete before time runs out, the higher your score will be. Special bonus points are awarded for variety, so use as many different stunts as you can.
Surfing began as the sport of Hawaiian kings; now it rules the California coastline. From Santa Cruz to Rincon Point, surfers and their colorful boards dot the miles of sun-splashed beaches. And you're about to join them. You'll shoot the curl, shred the tube and probably even eat a little sand (when you wipe out). It's going to be hot. You'll be there and you'll be awesome.
OBJECT: Competition surfing is a game of staying near the curl of the wave and maneuvering your board smoothly at high speeds. Ride the face of the wave, moving back and forth, in and out of the tube. "Use" as much of the wave as you can before your ride comes to an end.
SCORING: You're scored for the length of your ride, the number of turns you make and your speed each time you turn. You also earn high points from the judges for riding in the tube (underneath the curl of the wave), and riding near the break. "Catching air" scores extra points: ride up to the top of the wave until the end of your board clears the crest, then turn and continue your ride.
STRATEGY: Your final score is based on how well you "use" the wave. Riding along straight, far out in front of the break counts for very little. Take risks. The more risks you take to do your stunts, the more points you will earn.
Making cutbacks (180-degree turns), moving up and down the wave and doing 360's (complete circles) all earn high scores. Earn maximum points for high speed turns, especially if you complete them near the top of the wave or near the break.
Roller skating is hot. Anyone can skate and almost everyone does, with a feeling of freedom unlike any other sport. And California Games skating is as radical as you can get. The trick is to skate down a beach boardwalk without falling. You'll have to avoid cracks in the sidewalk, grass, sand, puddles of water, shoes lying in your path and more. You'll have to squat to miss flying beach balls. You'll even have to jump over missing pieces of the sidewalk!
OBJECT: The object in roller skating is to avoid the obstacles and cover the course in the best possible time, with as many stunts as you can perform during the event.
SCORING: Score points for each obstacle you avoid. Earn double points for jumping over obstacles. Earn the highest scores for 360's while jumping obstacles.
STRATEGY: You'll score points for each object you successfully avoid or jump over, so be careful -- speed is less important than staying on your feet. Remember that you earn points for spinning jumps over obstacles (jumping and spinning at the same time). Complicated moves lead to high scores. But be careful not to fall more than twice, or you'll be out of the competition.
BMX stands for Bicycle Motocross. It also stands for radical action and challenging competition. In this event, riders use strong, lightweight bicycles to race on an action-packed course in the California desert. There are plenty of jumps, bumps and dips. (Rows of low bumps are called "Whoop-ti-do's.") You'll need speed, a good sense of timing and a heavy dose of endurance.
OBJECT: The object is to cover the course in the fastest possible time, performing stunts and avoiding or jumping over obstacles. The fastest dare-devil rider will win this event.
SCORING: Try to complete the course within the 2 minute time limit. The faster your time, the higher your score will be. You also get points for each stunt, with bonus points for holding stunts as long as possible.
| Stunt | Minimum | Maximum |
|---|---|---|
| Wheelie | 100 | 200 |
| Jump | 200 | 400 |
| Table Top | 500 | 1,000 |
| 360 Turn | 1,000 | 2,000 |
| Backward Flip | 1,500 | 3,000 |
| Forward Flip | 3,000 | 6,000 |
STRATEGY: When you complete the course, you get 60 points for each second left in the time limit. So finishing the course in the fastest possible time is important, but the highest scores go to the riders who perform the most daring stunts. Make a 6000-point forward flip, and you've probably got a lock on the first place trophy.
To serious competitors, the plastic saucer invented by two Californians in 1947 is called a "flying disk." Of course, you may know it by another name. Originally spelled Frisbie, the disk's most popular name originated at Yale University, where students first started tossing empty pie plates made by the Frisbie Pie Company one hundred years ago. Now molded from light and flexible plastic, the flying disk is a common sight whirling through the air at beaches and parks everywhere in California, and it's the perfect challenge of skill and timing to wind up the competition in California Games.
OBJECT: The object of the Flying Disk is to throw accurately to the catcher at the other end of the field. Score extra points for difficult catches.
SCORING: Points are awarded for the throw and the catch. For the throw, score points with the accuracy and height of the toss. The fewer steps the catcher has to run to meet the disk, the more points are awarded for the throw. Points are scored for catching the disk as follows:
STRATEGY: Throwing accuracy is the key to winning the Flying Disk (of course, it also helps to make a good catch!). To get the best possible score, throw the disk so the catcher doesn't have to move far to reach it, then make a diving catch or an overhead catch.
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